Product Chat / GameGuru V1.1 Released!

Author
Message
RickV
TGC Development Director
24
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 17th Nov 2015 12:12
Hi,

Today we have released GameGuru V1.1. The new C++ build of GameGuru.

Just log into Steam and download the update.

We'll be checking the forums for your feedback and to offer advice on this big new version.

Rick, Lee, Ravey and the GameGuru team!

What's new?

Performance Improvements
* Converted the whole GameGuru engine from DarkBasicPro source code to C++
* Optimised the C++ source code;
- Speed increase on real-time shadows and grass
- LUA Speed increase
- Sound Speed increase
- Spawned entities

* Developed the Occluder further
- Occluder runs on a separate thread and creates optimum draw calls for rendering each frame
- Entities that make bad occluders are marked in the fpe (lots of fpes updated)

Editor
One of the key new features added to the editor is the new rubber band selector. You can now drag and group select many entities and the move, rotate, scale and delete them.
* New rubber band control lets you highlight multiple entities.
* When spraying characters, X and Z angles are no longer adjusted
* Fixed visual settings getting wiped after a reloaded session
* Pressing space key now deselects any entity current selected
* Objects are now easier to scale when they are already a large size
* Green resource bar is now reset between levels
* When you exit GG and choose to save on exit, the level no longer reloads after saving
* Fixed an issue where an entity that was a clone would not de-highlight and remain green
* Fixed the RECENT folder not showing up on some machines
* EDIT ALL in the IDE is now called CLIP OFF to be clearer

Test Game
* numpad + and - now work in F9 mode
* You can now use TAB from the last F11 FPS Screen
* Performance boost if DOF and Motion Blur are set to 0!
* Dynamic resolution: If the draw count is high and fps is below 60, the resolution will dynamically adjust to improve frame rate
* Characters use a diff shader from a distance and do not animate, even when instances
* Shadows speed up: Shadows are not always drawn for objects dependant on their distance and size
* When in test game the mouse no longer affects the game if GG does not have the focus

Sound
* Changed zombie sounds to mono so they can be used as 3d sounds
* Fixed ogg files memory leak

LUA
* Fixed SetSoundSpeed in LUA
* Fixed all LUA shader related commands to not freeze animations when called (changing DOF, Vignette etc)

Standalone
* Fixed crash issue after playing multiple levels in standalone
* Fixed an issue with games that used their own custom images not having them when building in standalone

Model Importer
* Fixed importer from not naming normal and specular files

Weapons
* Fixed Uzi V mode issue which locked damage to 30 regardless of settings

Lightmapping
* Fixed an issue where some buildings disappeared when lightmapped

Misc
* LOD specified in the FPE now works
* You can now shoot the winged fantasy creature thanks to a new FPE field
* Dynamic resolution can now be switched off via setup.ini with disabledynamicres=1
* Fixed several issues with fantasy characters
* Demo games now have a start and complete screens
Development Director

TGC Team

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